"off revenants—are common in vampire folklore. Garlic is a common example, a branch of wild rose and hawthorn plant are said to harm vampires, and in Europe, sprinkling mustard seeds on the roof of a house was said to keep them away. Other apotropaics include sacred items, for example a crucifix, rosary, or holy water. Vampires are said to be unable to walk on consecrated ground, such as that of churches or temples, or cross running water. Although not traditionally regarded as an apotropaic, mirrors have been used to ward off vampires when placed, facing outwards, on a door (in"
"promptly), or decapitated. Silver is highly toxic to them. Unlike the vampire mythology of other universes, crucifixes have no effect on vampires in Harris' universe, garlic only produces allergic reactions, vampires can be photographed, and most (except the ""very old ones"") are able to enter places of worship or step on ""holy ground"". They cannot enter a home unless invited, and if an invitation is withdrawn, they are physically unable to remain on the premises. Since vampires can glamor humans to invite them to enter their homes, humans must avoid eye contact and order the vampire off the premises when"
"invited once by a living resident; however, once given, such an invitation can only be revoked by a magic ritual. If all living residents die, vampires can enter freely. Areas open to the public and the homes of other vampires, demons, and non-humans are not protected. To reproduce, vampires must drain a human being of most of his or her blood, then force the victim to drink some of the vampire's blood. This process is known as ""siring"", and the vampire who does so is called a ""sire"". Sires often act as mentors to their 'children' and form small covens"
"enter a house unless he or she is invited in. Generally, a vampire needs be invited in only once and can then come and go at will. Stephen King's novel ""Salem's Lot"" explored an unusual direction with this myth in having one of the protagonists revoke a vampire's invitation to a house; the vampire was forced to flee the building immediately. This is also featured in the American TV series ""True Blood"" where Sookie withdraws her invitation on a number of occasions causing vampires to be thrown out by supernatural. Also in ""The Vampire Diaries"" when a newly turned vampire"
"some cultures, vampires do not have a reflection and sometimes do not cast a shadow, perhaps as a manifestation of the vampire's lack of a soul). This attribute is not universal (the Greek ""vrykolakas/tympanios"" was capable of both reflection and shadow), but was used by Bram Stoker in ""Dracula"" and has remained popular with subsequent authors and filmmakers. Some traditions also hold that a vampire cannot enter a house unless invited by the owner; after the first invitation they can come and go as they please. Though folkloric vampires were believed to be more active at night, they were not"
"All vampires possess supernatural powers of strength and speed as well as potentially developing telepathic abilities. Sunlight weakens them, but will not kill them. Their bloodlust is rooted not in hunger but in their need to breathe as their own blood cells cannot carry oxygen. Although they do possess great healing abilities as well as being impervious to all diseases and poisons, vampires can be killed by fire or a wooden stake through the heart. They cannot shapeshift into bats or be harmed by crucifixes or garlic and can enter without being invited. The original vampire was a powerful witch"
"beat, they do not require food or drink, they do not age, their skin is cold and pale, and the only sustenance they require is blood. Despite their undead status, vampires of this world are thinking, feeling beings capable of thought, emotion, and empathy (though this capacity may diminish with age, or through a desensitization caused by immoral actions, referred to as ""loss of Humanity""). Other tropes or weaknesses are described as mere legends or superstitions, such as a vampire's victim becoming a vampire simply from a bite. Though they are typically not repulsed by garlic or holy symbols, there"
"a ritual within the Darkhold itself that could essentially reverse the magics of the original resurrection spell and exile all vampires into Chthon's realm. Although the ritual appeared to work, with a large portion of the undead population being purged, something went wrong in the invocation itself. While the vampire race was rendered nearly extinct, some - including Dracula himself - survived and continues to propagate their brood. The vampires of the Marvel Universe share many of the same attributes of their literary counterparts. Their most common characteristics include superhuman strength and speed as well as superior senses and accelerated"
"terrified of the Outsiders and of their power; however, as only mortal magic can summon an Outsider (neither vampires nor faeries can do it), the temptation to gain power can be irresistible, and the Seventh Law against Outsider summoning is unique among the Laws in that a single Senior Council member is assigned to enforce it full-time. (Though the Blackstaff of the Council, as part of his general exemption, may summon an Outsider it is yet unknown whether one has ever done so.) Their internal organization is only sketchily understood, but they appear to have a caste system which includes"
"stronger and faster than normal humans, to the extent that a physical encounter between a human and vampire will almost always be fatal for the human. Vampires lack most of the supernatural powers attributed to them in folklore, such as turning into bats, mist or wolves. The folkloric lack of a reflection is extended in the series: vampires are invisible to electronic devices. They can not be imaged by video cameras, and can not be recorded on video tape or film. Their voices can not be transmitted electronically and ink will not hold an impression of their fingerprints. Vampire DNA"
"red eyes, and pale skin, have no reflection in mirrors, and can turn into a bat and fly. Vampires' needs do not decay at all during the night, allowing them to enjoy the nightlife that little bit more and making socializing and money making at night that little bit easier. Vampire Sims are also immortal and will not age, although Teen vampires will age if sent to college and again upon graduation. The main weakness of a vampire is that during the day, their needs decay faster than those of normal Sims. If a Vampire tries to go out of"
"Requiem are not universally repelled by crucifixes, garlic or holy water, and they can enter any private domain without invitation. A stake through the heart merely paralyses them. Fire, sunlight and the claws and fangs of supernatural animals inflict terrible injuries that take significant time and blood to heal. During the daytime most vampires slumber; while their bodies will not begin to degrade (unless exposed to the sun or other means of harm) they cannot otherwise be distinguished from corpses. Vampires all have an aspect of their personality they refer to as ""The Beast,"" which exists only to feed when"
"turn into a bat, dire bat, wolf, or dire wolf and they cannot summon rats, bats or wolves. Vampire spawn are unable to create spawn of their own. They attack by hammering opponents against walls, punching them, and tearing out their limbs. They can both energy drain, and suck the blood with a bite. Their mere gaze drains the victim of confidence, courage, energy, hope and joy. Vampire spawn have the ability to assume a gaseous form. They can also climb upon walls in the manner of a spider. Vampire spawn are, however, also vulnerable to all normal attacks and"
"the ""real"" world. All three types of vampires drink blood to survive. While they are immune to blood-borne diseases, they can pass them on to their victims. Due to this, in King's multiverse vampires were instrumental in causing the AIDS pandemic in the 1980s. Most also seem to require being ""invited"" into a particular area or building by the proper ""owner"" of the territory. Once invited, they seem to be able to come and go as they please, even if their invitation is verbally revoked. Type One vampires are ""lesser demons"", the last remnants of the Prim (magical beings who"
"are commonplace, due to raw materials, the prevention of an uncontrolled arms race, and also the wisdom of not bringing anything into the world which you cannot put down. While the rules are rarely broken it should be noticed that occasionally they are, with results often being horriffic even by the most grotesque of standards. Thralls and vampires can pass for humans if their appearance is unaltered. Here are the most obvious signs of an infected person: Psychics can identify infected persons of any stage by a thing known as ""mindsmog."" This clouds the vampire's mind, and makes their thoughts"
"wakes up in a house he was not invited into he immediately flees. Some tales maintain that vampires must return to a coffin or to their ""native soil"" before sunrise to take their rest safely. Others place native soil in their coffins, especially if they have relocated. Still other vampire stories, such as Le Fanu's ""Carmilla"", maintain that vampires must return to their coffins, but sleep in several inches of blood as opposed to soil. Vampires are generally held to be unable to bear children, though the concept of a ""half vampire"" and similar creatures does exist in folklore and"
"example, Palian vampires have visited Earth numerous times in the past to feed). However, such method of transportation lacks commercial or military value, as physical laws prohibit any mass greater than 80 metric ton to be moved through a hypertunnel. Also, no weapon capable of destroying a planet can be successfully transported. For example, a quark bomb (description below) becomes inert after rematerialization. Blocks all weapons except for bladed ones. Even reactions such as nuclear fission, fusion, and matter/anti-matter annihilation are blocked. The area of effect is limited - a single spaceship can be protected (although protecting large ships is"
"and need to regularly feed on blood to sustain themselves. They may also possess powers such as superhuman speed or the ability to shapeshift, in addition to their ""immortal"" status. Their powers and invulnerability to sunlight, religious symbols and other things that typical vampires fear, however, become weaker as the generation gap between them and Cheung San (the progenitor of all vampires) increases. An example to illustrate this concept of ""generation"" is as follows: Person A, who became a vampire after being bitten by Cheung San himself, is known as a second generation vampire. Person B, who became a vampire"
"though they seem to stand their ground despite massive casualties in later encounters. In combat, they typically use knives and other hand-to-hand weapons, as their hand-eye coordination is too poor to properly use firearms. Vampires are nearly unstoppable. They exhibit increased speed and vastly enhanced physical strength (enough to twist open a steel padlock using bare hands). As long as they have a supply of blood, they can heal grievous wounds, including massive brain injuries, in seconds. The only way to kill one is by destroying the heart, which is protected by an area of steel-hard skin. The vampire is"
"than humans; able to outperform humans in any physical activity and run at speeds faster than the human eye can follow, a process called ""Flitting"". Flitting causes a static charge to build up in a vampire's body, which Mr. Crepsley learned to use to force open locks. A vampire's senses are all similar to that of predators, allowing them to see in darkness, hear heartbeats, and track scents. Their bones and teeth are stronger than those of humans, allowing them to endure incredible amounts of physical trauma, are resistant to most chemicals and diseases, and are able to heal and"
"poisons and other toxic substances that were circulated in its bloodstream would adversely affect a vampire, although no dosage was large enough to cause death. Vampires had many limitations imposed upon their supernatural abilities, and even upon their very existence. The only substances which could cause a Vampire pain were silver and, to a lesser extent, unless it penetrated the Vampire's heart, wood. The surest way to kill a Vampire was to drive a wooden stake or a silver blade through his or her heart. The stake or blade prevented the heart from supplying ichor to the rest of the"
"of other vampires. Powerful vampires who cannot meet this need usually go into prolonged slumber either by their own will or from hunger; either way, the centuries weaken the blood so that they may feed again. Kindred can use a variety of supernatural powers called Disciplines, reflecting such traits as inhuman speed, strength, or charisma, as well as other vampiric attributes such as control over vermin and predators. These are special abilities associated with their curse which, like their undead bodies, are ""fed"" in a way by the living blood they take from mortals. Unlike many fictional portrayals, vampires in"
"do so. Vampires may create more of themselves by draining a human to the point of death and then feeding the victim some of their blood. The creator vampire is known as a ""sire"", the newly created vampire a ""childe"" and the creation process is referred to as the ""embrace"". Very little vitae is required to trigger the transformation but the victim must be freshly dead. It does not work on corpses that are more than a few minutes old. A vampire's relative power is limited by something called their Generation, which is set at the time of their embrace."
"He suffers no harm from sunlight, silver, or any other traditional weakness from folklore. Like true vampires, however, Bloodscream possesses superhuman strength, speed, stamina, agility, and reaction time. The full limits of Bloodscream's physical capabilities are unknown but are well beyond those of most known true vampires. Bloodscream must regularly feed from the blood or the lifeforce of other human beings in order to maintain his physical vitality. There are times in which he merely ingests blood and there are others when he drains an individual of his or her life energy. He is able to accomplish either by touching"
"abilities depended upon the strength of the vampire's will. Exceptional Vampires with powerful wills, such as Dracula or Varnae, were capable of summoning and controlling thunderstorms, even though the mystical concentration required to do so left them extremely weak for a certain period of time. The Vampire's willpower could also determine the extent to which he or she could master their craving for blood and retain the same personality they had in life. However, most people that became Vampires quickly found themselves unable to resist the all consuming craving for blood. They quickly degenerated into cruel and animalistic hunters of"
"vampires have a coterie called a ""camarilla"", to which their followers and families belong, with a complex social hierarchy in which everyone is subordinate to someone else except master vampires, who are the kingpins of the vampire society. Vampires outside of a camarilla often look to become part of one, as a camarilla serves as a support group for the lifestyle demanded by vampires. As for weaknesses, while low- and high-blood living vampires are immune to sunlight or holy items, they can be killed in any normal way: weapons, diseases, poisons, age, and so on. On the other hand, undead"
"powers and weaknesses is commonly associated with vampires in contemporary fiction. There is a tendency, however, for authors to pick and choose the ones they like, or find more realistic, and have their characters ridicule the rest as absurd. For example, in the movie Blade, the vampire hunter Blade tells Karen Jenson what kills vampires (stakes, silver, and sunlight), and dismisses tactics seen in vampire movies (namely crosses and running water) as ineffective. Some vampires can fly. This power may be supernatural levitation, or it may be connected to the vampire's shape-shifting ability. Some traditions hold that a vampire cannot"
"in the shade) and are not bothered by garlic, silver, or holy objects. Fresh human blood is the most nutritious for vampires, but they can feed on preserved human blood or the blood of certain animals when necessary. Some animals' blood, however, is toxic to vampires. Vampires cannot reproduce; further vampires are created by blood-to-blood contact with humans, traditionally through the fingertips, but if any creature, human or animal, were to orally ingest vampire blood, it would be driven into a murderous frenzy and then die (similar to rabies). Vampires are not immortal; they age at one-tenth the human rate"
"traditional counterparts such as Dracula. With the exceptions of sunlight and flames, they are unaffected by crucifixes, garlic, a stake through the heart, or holy water. Ancient immortals are almost completely unaffected by the sun. The key trait of Rice's vampires is that they are unusually emotional and sensual, prone to aesthetic thinking and sexual deviancy. This lends well to artistic pursuits such as painting, writing, and singing; all of which are refined by their eidetic memory and heightened beauty. Beyond their refined physical features, Rice's vampires are unique in that their appearance is more statue-like than human. Their pupils"
"drink the sire's blood or have vampire blood in his or her system at the moment of death. The process of vampirization also affects their genetics, causing their DNA to be fundamentally altered to suit their bodies' new state. This makes genetic testing between vampires and their human relatives impossible unless the vampire has a sample of their own human DNA from before they were turned, such as a lock of hair. They must consume human blood to survive. They also develop psychic powers and can glimpse the future and the past. This ability, along with their night vision, is"
"Because of this, the ""childe"" shares many attributes of the ""sire"". The childe of a member of a bloodline always belongs to that bloodline's parent clan. To become a member of a bloodline, the childe must join one through force of will, though in some cases this can happen unconsciously. When brought into a bloodline consensually, the established member bringing the new member in is referred to as an ""avus"". A vampire can only join bloodlines that split off from her own clan, but she is not limited to her sire's bloodline if her sire belongs to one. Vampires of"
"Sabbat vampires maintain this loyalty through a ritual called Vaulderie, where strong emotional bonds are created between members of the Sabbat. Note: These are the Clans and bloodlines that exist in numbers amongst the Sabbat; members of other bloodlines & clans can also be found but are much more uncommon. The Sabbat, as a whole, is not a very structured sect. Though they lack the structure that can be found in the Camarilla, the Sabbat does not regard generation as a guideline for promotion. Instead, simply the most capable of vampires fill the positions they are most suitable for. Despite"
"siblings are the only vampires who cannot be killed by any means. The Gods created many species to fight for them in the Great War. However, their abilities soon became surplus and the Gods abandoned, having no need for their talents. Instead of dying out, the creatures adapted and survived to reproduce and grow in number. There are still many of these creatures. Some of them are the trolls, the centaurs,the sibilis and the Estashanti warriors. A swath of land lying in the East, The Waste was ravaged by the Gods following The Great War. The vast amount of energies"